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you can choose the option to insert a so called "Spoiler" from the Insert Menu (the 3 dots to the right of the Emoticon Menu in the upper line of the message window) and paste the text between the two spoiler marks, this way only those interested will open it

kk thx, Ok here is my auto fuel scooping routines I came up with utilizing VA/EDDI events. I'm sure gonna look ugly to more seasoned coders/scripters but its what I came up with and works for me . Hopefully haven't missed anything, haven't played ED for at least 6 months or so, started having problems with VA recognizing some commands and had to get away for a bit. Its long about 120 lines.
I'm older then dirt and not a coder so be kind lol

... No, I don't think so. The text file (the attachment) is on the forum server (just like small pictures).
When the reader clicks on the attachment, he downloads it to his PC. When you add an attachment,
it is uploaded to the server. I think the size of the text file or images is limited. But I don't know the maximum size.

Hello everybody,
just tried to upload a personality with a size of 710kb to snafets and it was rejected, due to the size of it. I couldn't find any information about the maximum size.
Hopefully here somebody has an answer for me, or even better can increase the size on snafets.

I am doing a lot of Neutron Highway jumping and was hoping to have EDDI notify me when my FSD Module Health reached a specific level and keep notifying me until the module health no longer qualifies an alert.

I was hoping it might be something that can be added into the "Jumped" script in Speech Responder.

I took a look at the "Damage check" script in Speech Responder and I am just too much of a noob to generate what I am looking for from the provided info. While the Damage check is great, I am only looking for the FSD health (I think it is ship.frameshiftdrive.health) but I am not exactly sure.

I believe the FSD starts to fail at 80%, so I was looking for an alert once the module hits 85% Module Heath and lower.

When I hear this alert, I know I will need to plan a "maintenance" drop after my next fuel scoop for FSD repair. After the module has been repaired of course this alert would no longer trigger in the "Jumped" script until it hit 85% again.

Would this be possible? I apologize if I wrote a novel for something that probably could have been said in a sentence or two.

I am doing a lot of Neutron Highway jumping and was hoping to have EDDI notify me when my FSD Module Health reached a specific level and keep notifying me until the module health no longer qualifies an alert.

I was hoping it might be something that can be added into the "Jumped" script in Speech Responder.

I took a look at the "Damage check" script in Speech Responder and I am just too much of a noob to generate what I am looking for from the provided info. While the Damage check is great, I am only looking for the FSD health (I think it is ship.frameshiftdrive.health) but I am not exactly sure.

I believe the FSD starts to fail at 80%, so I was looking for an alert once the module hits 85% Module Heath and lower.

When I hear this alert, I know I will need to plan a "maintenance" drop after my next fuel scoop for FSD repair. After the module has been repaired of course this alert would no longer trigger in the "Jumped" script until it hit 85% again.

Would this be possible? I apologize if I wrote a novel for something that probably could have been said in a sentence or two.

Thanks for the quick response Darkcyde. Thats exactly what I needed. Now I really feel like a noob. I will add this to my Jumped event and will be able to test in game here shortly. Thank you again for your help!

I placed the code at the very end of my Jumped event but the alert is triggering that my FSD is at 0%. Current FSD health is 99% according to the modules screen on ship. Any thoughts as to what I did wrong?

Thanks

Just running this string alone {ship.frameshiftdrive.health} returns: zero. Does that mean the string is pulling bad info or is somehow incorrect?

Running this alone {ship.health} returns: 100. That is my current correct hull health.

This is above my pay grade now. lol

So after a few hours of reading and searching forums, it appears that this is actually not going to be possible due to the way module damage is currently handled and reported.

I found this post from Tkaelthat explains it in far more better detail than I can.

I placed the code at the very end of my Jumped event but the alert is triggering that my FSD is at 0%. Current FSD health is 99% according to the modules screen on ship. Any thoughts as to what I did wrong?

Thanks

Just running this string alone {ship.frameshiftdrive.health} returns: zero. Does that mean the string is pulling bad info or is somehow incorrect?

Running this alone {ship.health} returns: 100. That is my current correct hull health.

I'm just in the beta at the moment, and I tried crashing out of supercruise to deliberately damage my ship. Most systems are at 99% health, but when I tried to run 'ship.frameshiftdrive.health' by itself, its reporting 100% still. I also tried running the 'Damage Check' script and it says my ship is at full health, which it is obviously not. It could be that I'm in the beta, so I'm going to go back to the main game once i've tidied up some missions, and i'll get back to you.
…..
EDIT: OK, so I've loaded back up into the main game (not beta) and crashed out of supercruise again. Most of my systems are at 99% or 98% now, with my FSD at 98%. Running just {ship.frameshiftdrive.health} results in EDDI saying it's at 100, and the Damage Check script still says I'm fully operational. I think there may be a problem with EDDI not registering damage anymore.

@VerticalBlank@Hoodathunk@Tkael Any ideas on this one? Any help would be appreciated. If it helps at all, I have this as the last line in my journal, should this have any damage info in it?

You can use this code to tell you the time {format(SecondsSince(0), "dl:HH:mm:ss")}. This will tell you your local time, or if you wish to use UTC time, then use "d:.." instead of "dl:...". "HH" is 24 hour format, so if you want 12 hour format, use "hh" instead. If you don't want seconds then remove the ":ss".

To put it into your use case: {Occasionally(4, "The time is {format(SecondsSince(0), 'dl:HH:mm')}.")} .

You can use this code to tell you the time {format(SecondsSince(0), "dl:HH:mm:ss")}. This will tell you your local time, or if you wish to use UTC time, then use "d:.." instead of "dl:...". "HH" is 24 hour format, so if you want 12 hour format, use "hh" instead. If you don't want seconds then remove the ":ss".

To put it into your use case: {Occasionally(4, "The time is {format(SecondsSince(0), 'dl:HH:mm')}.")} .

Unfortunately, it seems that Cottle (the language used by EDDI) doesn't support the necessary format code for AM/PM reporting. At least not that I can find anyway. Still if you need it, here's some code I quickly made:

Code:

<Deleted, see below>

Although, as gazelle says, if you need to be reminded what half of the day it is, you've probably been gaming too long. Just look out the window, if it's dark should be a good indication! (sorry, could't help myself)

EDIT: Just improved the code a bit:

Code:

{Occasionally(4, "The time is {format(SecondsSince(0), 'dl:hh:mm')}
{set time to cast(format(SecondsSince(0), 'dl:HH'), 'n')}
{if time < 12: AM |else: PM}
")}

Unfortunately, it seems that Cottle (the language used by EDDI) doesn't support the necessary format code for AM/PM reporting. At least not that I can find anyway. Still if you need it, here's some code I quickly made:

Code:

<Deleted, see below>

Although, as gazelle says, if you need to be reminded what half of the day it is, you've probably been gaming too long. Just look out the window, if it's dark should be a good indication! (sorry, could't help myself)

EDIT: Just improved the code a bit:

Code:

{Occasionally(4, "The time is {format(SecondsSince(0), 'dl:hh:mm')}
{set time to cast(format(SecondsSince(0), 'dl:HH'), 'n')}
{if time < 12: AM |else: PM}
")}

Ah, I had been looking at it from the other side, using the 'f' formatting code instead of the 'd' code. However, as you've probably found out by now, Cottle doesn't read it out correctly when using the ":tt" formatter. It actually reads out the separating colons as well. I'm not sure if this is something that can be fixed within EDDI or not.

EDIT: Doh, forget what I said. I just realised you don't need the colon between the time and the AM/PM code. So {Occasionally(4, "The time is {format(SecondsSince(0), 'dl:hh:mm tt')}")} is what you need.